Thread Tools
Old October 12, 2001, 22:20   #1
Method
ACDG The Cybernetic ConsciousnessACDG Planet University of TechnologyACDG The Human HiveACDG PeaceACDG3 Data AngelsACDG3 GaiansACDG3 MorganACDG3 SpartansAlpha Centauri Democracy GameACDG3 CMNs
Emperor
 
Method's Avatar
 
Local Time: 11:36
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 4,783
Efficiency-higer than +4
just a question about when you go higher than +4 efficiency in SE. i know that with planet, a +7 planet rating is possible as the cult with the nexus green and cyber, and that it would give you +70% bonus attacking PSI (add dream twister for extra fun ). but does this work with effic and research? do you get a bonus, or is it wasted? UoP or borgs running knowledge and cyber would get +6 research. i think it technically only goes up to +5. do you get more efficiency with +9 than +4 even though the datalinks says it stops at +4?
Method is offline  
Old October 12, 2001, 23:01   #2
Zakharov VII
Warlord
 
Zakharov VII's Avatar
 
Local Time: 06:36
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 160
EDIT: Fixed the police thing and added Probe

I'm pretty sure you get more efficiency even past +4...

As Morgan, with 100+ bases sprawling all over (large conquest), I was running Democracy/Green/Wealth/Cybernetic. That's +6 efficiency. If I take off Green, leaving the "maximum" of 4 (as listed in the Datalinks), I lose about 5000 credits per turn. So basically, those points after 4 in efficiency are still useful

I don't think research goes past 5 (+50% - University can get +6), I don't think Industry goes past 5 (-50% cost - tried it with custom faction, I think, but in normal SMAC, 5 is the highest anyone (Yang) can get), Planet keeps going with the psi bonus, Economy stops at 5 (with something obscene like +1 energy each square, +4 base energy, +3 commerce - Morgan can get 6), Police stops at only 3 I think (3 police, double effect - can get 6 as Spartans with AV, Police State and Thought Control), Growth stops at +6 (population boom - what else could you want?), Support stops at...4 or 5 (support 4 or up to base size), Morale stops at...I don't know, I've never played Spartans . I assume the barrier is at Elite troops, however many points that takes, Probe stops at +3 (+a lot to base probe team morale, can't be subverted)

Note, however, that the AI can get more than -50% mineral costs on high difficulties. On Transcend, they get a bonus of 30-40% (can't remember) less minerals DIRECTLY, not indirectly through social engineering. So, I guess an AI Hive could have +5 Industry on social engineering and thus have 1-2 minerals per row!!

Sorry that was so long...and most wasn't even on your original question ! But I did answer that, right ?

Z

Last edited by Zakharov VII; October 13, 2001 at 03:01.
Zakharov VII is offline  
Old October 13, 2001, 01:13   #3
knowhow2
King
 
knowhow2's Avatar
 
Local Time: 15:36
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the World
Posts: 2,651
Just wanna nitpick a little.

Police can actually go 6 with Santiago (they gets +1 from start)
knowhow2 is offline  
Old October 13, 2001, 01:30   #4
Zakharov VII
Warlord
 
Zakharov VII's Avatar
 
Local Time: 06:36
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 160
Ah, thanks !! I know the Spartans have their morale bonus and industry penalty, but, as I said, I've never played them, so I didn't realize they had a "minor bonus" of police

I also forgot probe - I have no idea what's the highest, I played Miriam once, put on Fundy and just assumed the no subversion without checking what + I had and what other bonuses I get

Z

Me chieftain now! Me no settler!
Zakharov VII is offline  
Old October 13, 2001, 02:07   #5
knowhow2
King
 
knowhow2's Avatar
 
Local Time: 15:36
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the World
Posts: 2,651
Beyond 3 in probe (which gives you unsubvertible bases and troops) has no further effect.

hey congrats, Zak!

btw, how many Zak's are there? I thought number VII (you) was old in the game (=here at apolyton) or is it some other Zak?
knowhow2 is offline  
Old October 13, 2001, 02:15   #6
Zakharov VII
Warlord
 
Zakharov VII's Avatar
 
Local Time: 06:36
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 160
Quote:
btw, how many Zak's are there? I thought number VII (you) was old in the game (=here at apolyton) or is it some other Zak?
I don't quite understand what you're asking...when I signed up here, I think plain old Zakharov was taken, so I picked a (fairly) random number...that's how the 7 came to be

Z
Zakharov VII is offline  
Old October 13, 2001, 02:27   #7
knowhow2
King
 
knowhow2's Avatar
 
Local Time: 15:36
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the World
Posts: 2,651
I guess what wanted to know was if you are new or some older member who "rejoined"? I'm suprised that you're joining the NCC since usually those things are way too advanced for "newbie" if you understand what I mean. I've been here since feb 2001 and I still consider myself "newbie" sometimes in comparison with Vel, Gogglie, Tau and a bounch of other "oldies"......

well anyway. Zak VII is a good nic.

Last edited by knowhow2; October 13, 2001 at 06:40.
knowhow2 is offline  
Old October 13, 2001, 02:58   #8
Zakharov VII
Warlord
 
Zakharov VII's Avatar
 
Local Time: 06:36
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 160
I'm new, never been here before last month .

Quote:
Originally posted by knowhow2
I'm suprised that you're joining the NCC since usually those things are way too advanced for "newbie" if you understand what I mean
I've been addicted to SMAC ever since I first started playing, so I actually have a bunch of game-hours of practice even if I haven't had the game for that long (I'm still a newbie compared to Vel and the like, obviously ). By now I know the tech tree pretty well, can run Free Market without riots, and can carry out a pop-boom, I'm pretty tired of the normal SP game on Transcend. No crawlers, super-powered AI factions (+2 industry and growth), double blind/tech stag, etc make the game a lot more interesting

By the way, TKG, sorry for being so off-topic - but we HAVE answered your question and many similar ones quite completely

Z
Zakharov VII is offline  
Old October 13, 2001, 09:00   #9
Lefty Scaevola
lifer
Emperor
 
Lefty Scaevola's Avatar
 
Local Time: 09:36
Local Date: October 31, 2010
Join Date: Oct 2000
Location: San Antonio TX USA
Posts: 3,815
A quick experiment with a saved game of mine show that inefficiency energy losses are reduced fo +7 efficiency to +9 efficiency.
Lefty Scaevola is offline  
Old October 13, 2001, 16:20   #10
Method
ACDG The Cybernetic ConsciousnessACDG Planet University of TechnologyACDG The Human HiveACDG PeaceACDG3 Data AngelsACDG3 GaiansACDG3 MorganACDG3 SpartansAlpha Centauri Democracy GameACDG3 CMNs
Emperor
 
Method's Avatar
 
Local Time: 11:36
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 4,783
thanks all. i was just wondering because a custom faction im gonna play soon has +3 research, which with knowledge and cyber is +7, a waste.
Method is offline  
Old October 13, 2001, 22:15   #11
buster
ACDG3 CMNsACDG The Free Drones
King
 
buster's Avatar
 
Local Time: 16:36
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Aarhus, Denmark
Posts: 1,301
Going beyond three on probe actually has an effect. This was documented as a bug a while ago.

probe settings beyond 3 sets the value back to 0.
Very annoying - especially if you are angels +2 and discover the tech that gives automatic "black ops centres" as that will put the city at +4 (which makes it 0).

It is especially annoying as you have one global value (counting for units and actions against enemy) and one per city (2 above global) with black ops.

Anyway besides this on some testing I have done I have seen no benefits from efficiencies above 4
buster is offline  
Old October 14, 2001, 02:57   #12
knowhow2
King
 
knowhow2's Avatar
 
Local Time: 15:36
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the World
Posts: 2,651
Buster my nemesis One of this days I shall have my revenge.

Anyway, didn't't they fix that probe bug with patch v 4.0?
knowhow2 is offline  
Old October 14, 2001, 09:17   #13
buster
ACDG3 CMNsACDG The Free Drones
King
 
buster's Avatar
 
Local Time: 16:36
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Aarhus, Denmark
Posts: 1,301
Knowhow2 - I did not realize our short encounter had such an impact.

No its not fixed.
Still present in smac v4 and smacx v.2

I discovered in one game when one of my cities were mindcontrolled even even if running on probe value of +6
buster is offline  
Old October 14, 2001, 21:41   #14
WhiteElephants
King
 
WhiteElephants's Avatar
 
Local Time: 09:36
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Toledo Ohio
Posts: 1,074
Quote:
Originally posted by Zakharov VII
I'm pretty sure you get more efficiency even past +4...

As Morgan, with 100+ bases sprawling all over (large conquest), I was running Democracy/Green/Wealth/Cybernetic. That's +6 efficiency. If I take off Green, leaving the "maximum" of 4 (as listed in the Datalinks), I lose about 5000 credits per turn. So basically, those points after 4 in efficiency are still useful
A quick question: Are you sure that it wasn't the change in the amount of bueracracy drones that effected your income especially considering how many bases you had?

Quote:
A quick experiment with a saved game of mine show that inefficiency energy losses are reduced fo +7 efficiency to +9 efficiency.
See question above.
WhiteElephants is offline  
Old October 14, 2001, 22:24   #15
Zakharov VII
Warlord
 
Zakharov VII's Avatar
 
Local Time: 06:36
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 160
Just checked in my Morgan game - right now at Democracy/Green/Knowledge/Cybernetic. At Morgan Gravitonics, 36 out of the 164 energy is lost to inefficiency. Change to Power (down to +6 efficiency), and 39 out of the same 164 energy is lost to inefficiency.

So yes, efficiency past +4 still helps!

Z
Zakharov VII is offline  
Old October 15, 2001, 10:54   #16
T-hawk
C4BtSDG Realms Beyond
Prince
 
T-hawk's Avatar
 
Local Time: 10:36
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Hoboken NJ
Posts: 515
Don't forget Children's Creches, which are another +2 (?) efficiency for that base. I haven't figured out if that affects the bureaucracy drones -- anyone know?

So with Gaia/Democracy/Green/Knowledge/Cybernetic/Creche , that's +11 efficiency... quite high, given that "Paradigm" is at +4...

At least the extra Efficiency does indeed help, as does a Planet rating beyond +3. No other area gives more benefits beyond the highest level listed, and every one of them can be exceeded (some like Research and Morale by only one faction, and Probe and Industry only in SMAX.) Firaxis was uncharacteristically shortsighted in designing those tables.
T-hawk is offline  
Old October 15, 2001, 18:40   #17
Fitz
King
 
Fitz's Avatar
 
Local Time: 06:36
Local Date: October 31, 2010
Join Date: Mar 2000
Location: & Anarchist
Posts: 1,689
Efficiency beyond +4 has a definate effect in two areas: raising the limit on bases beyond which you experience extra drones, and energy loss due to ineffieciency. If you look up the formulas for both of those, you'll see they both allow for values beyond +4.

+4 is the limit for loss due to disparities between the lab/econ allocation. At +4 and above, there is no loss even if you run 0% econ and 100% labs (or vice versa).

Efficiency is one of the few that allows this open ended scale.

Incidentally, while I accept the probe wrap-in-value bug (having not tested it personally) I find it very suprising that it happens above +3. Given that Believers/Fundy/Thought Control allow a +4 PROBE (IIRC), you could exceed the limit even in the original game. Thus I find it somewhat amazing that Firaxis set the top as +3. Not all that amazing considering we're talking about Firaxis, or course.
Fitz is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:36.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team